Kickin’ Chicken 2017

CONTENTS; 1 chicken, 4 collection baskets, 12 eggs, 1 spinner, 2 nests, and rules.

PLAYERS; 2-4 players

OBJECT; To be the first player to get rid of all your eggs.

TO SET UP; Place the chicken in the center of the playing area.  As a group, decide how far to place the nest from the chicken.  (It should be approximately 3-4 feet.)  Give each player a collection basket and three eggs with 4 players, 4 eggs with 3 players, and 6 eggs with 2 players.  

TO PLAY; A nest size is chosen. The larger one should be used to start. For a more challenging game, the smaller nest can be used. The youngest player starts the game by spinning the spinner. 

When the kicking symbol is spun, take one of your eggs and place it in the indent in front of the chicken.  Holding the base with one hand, use the other hand to pull back on the chicken’s head.  This will cause the chicken’s leg to move forward and kick the egg.  If the egg rolls and lands in the nest, that egg is removed from the game.  If you miss, that egg goes back in your basket.

When a negative sign is spun, give one of your eggs to any other player. 

When a trade symbol is spun, you have the option to trade your basket with any other player.  You are not required to trade.

WINNING THE GAME; Play continues, passing to the left and following the above rules.  If you are the first player to empty your basket, you are the winner!

Traditional Indian wedding items including a decorative ring and a rooster figurine.

Lever-Up

Lost For Words

CONTENTS; 1 game board, 1 timer, 1 pointer, 1 box of game cards, 1 score pad, and  rules.

PLAYERS;  2 to 4 teams of 2 players per team

OBJECT;  To score the most points in 12 rounds by correctly identifying the words, phrases, or titles on the game cards as fast as possible by using only the visual clues given by the team mate.

TO PLAY

1 Before the start of play, the players must form two-player teams. The members of the team should sit adjacent to each other. 

  1. Open the game board and place it on the playing surface. Enter the team’s names on the score pad.
  2. A team is chosen to start the play, with one member of that team chosen as the starting player. They are given the pointer.  The game board is turned to face the starting team.  Each player is given a card, which is kept face down in front of them. The starting player picks up his/her card making sure that the team member does not see the card. The card will contain 6 different games with a word, phrase, or title in one of four categories;  Books, Movies, Songs, and Words/phrases. The player must start at the top and use the the number “1” on the card.
  3. The starting player is given a reasonable amount of time (1 minute more or less) to plan which pictures they will point to in order to get his/her team mate to say the words or title on the card. Once he/she has decided, the timer is set by first pressing "STOP", then turning the timer arrow clockwise as far as it will go.
  4. The timer is placed in front of the "guesser", who begins play by pressing the timer's "START" button.  The clue giver then begins pointing to the various pictures as quickly as possible.     

NOTE; The clue giver is not allowed to talk other than saying “yes” or “no” to a team-mates guess.

EXAMPLE OF PLAY;

A card is drawn. The card has, under the words/phrases category, indicated by a quote symbol, the words, "Ball bearing" printed on it. The clue giver is given time to plan. The player announces the category as words and phrases. The timer is started. The clue giver would;

  1. point to the "ball" and then to the if the guesser has correctly said the word "ball", say “YES!” 
  2. points to the "teddy bear", if the guesser says “bear” then the clue giver
  3. points to the "-ing" (on the far right column of "helper words") 
  4. "Ball Bearing!"     The timer is stopped, and the number indicated by the timer is read.

NOTE: A player can use any symbols, word or letters on the board, including spelling out a word [usually spelling takes a great deal more time than pointing to a symbol].

SCORING AND WINNING THE GAME;

Once the guesser has successfully said the words or title, the timer is immediately stopped by depressing the "STOP" side of timer button.  The number indicated by the arrow is that team's score for the round.  It is entered on the score sheet under that team's names.  Play continues with each team taking turns to play and with each player on the team alternating as clue giver. The players use the entire card of 6 different clues throughout the game. The team with the highest score after 12 rounds is  the  winner.

A colorful board game with cards, a die, and a spinner on a red surface.

Loves Me, Loves Me Not 2017

A colorful board game themed around hearts and flowers.
Colorful flower-shaped figurines with scattered red petals on a white surface.

M & M Mosaics 2016

M&M's Mosaics board game with colorful pieces and templates.
Colorful vintage Milton Bradley mosaics toy with pegboards and pattern cards.

Magic Dominoes 2017

Classic Magic Dominoes game set with tiles and box.

Magic Tri-Ominos 2018

Close-up of white triangular game pieces with black numbers and a black background.
Triangular game packaging for Magic Tri-dominos with instructions.

Marble Pump Play Set

Colorful marble run play set with various ramps and slides.
Colorful marble press toy with a lever and balls.

Meadow Muffins 2022

A Meadow Muffins bingo game setup with cards, markers, and dice.

Mickey Mouse Club House

Mother May I 2017

Board game pieces and cards arranged on a colorful game board.
A cartoon woman holding a sign that says 'YES' on a question mark board.

CONTENTS; 1 game board, 1 “mother” playing piece, 4 “child” playing pieces, 3 “Mother, may I?” step cards, and rules.

PLAYERS; 2-4

OBJECT; To reach the “Finish” square first.

TO SET UP

Place the game board on the table. Give each player a “child” playing piece.  Place each playing piece on the matching colored “Start” space.  Place the “mother” playing piece and the “Mother, May I?” step cards within easy reach of all of the players.

TO PLAY; The youngest player starts the game. Choose the number of steps [spaces on the board] you want to take. You can choose to take 1, 2, or 3 steps.  Use the “Mother, may I?” step card that corresponds to the number of steps you would like to take.  Then, ask “Mother, may I take __ step(s)?”  Place the “mother” playing piece in one of the circle recesses on the card.  If she says “YES”, move your playing piece ahead that number of spaces. If she says “NO”, your turn is over and play passes to the left. 

NOTE: The step cards are designed so that the chances of a “YES” response vary depending on how many steps you want to take. Choosing to take 1 step gives the player 3 chances out of 4 for a “YES”. Choosing to take 2 steps gives the player 2 out of 4, and choosing to take 3 steps gives the player only 1 chance in 4 for the “YES” response.

WINNING THE GAME; Players continue choosing the number of steps they would like to take, asking the “mother”, and moving ahead when given permission, until one player reaches the “Finish” space. That player is the winner.

Mousecapades 2018

CONTENTS; 1 cardboard cheese, 16 plastic cone-shaped “mice” (4 red, 4 blue, 4 green, and 4 yellow), 1 mousetrap shooter, and rules

PLAYERS; 2-4 players

OBJECT; To be the first player to get all of his/her mice into the holes in the cheese (either completely through or stuck in the holes).

TO SET UP; Place the cheese on the playing surface.  Give each player a set of 4 mice of the same color.  Place the mousetrap shooter 8”-12”’’ away from the cheese. 

TO PLAY; The youngest player starts the game by placing one of the cone-shaped “mice” into the mousetrap shooter and aiming it at the cheese.  Shoot the mouse by pulling back on the mousetrap and quickly releasing it.  

  • If the mouse gets stuck in a hole, that player’s turn is over, and it is the next player’s turn.  (Note: any mice that get stuck in the holes are left on the playing surface.)  
  • If the mouse goes completely through the hole, that player gets to shoot again.  
  • If the mouse lands on the cheese without going into a hole, or lands on the playing surface, the player lets the mouse remain in that position.
  • After all the players have had a turn, any mice that are not in a hole are collected by each player and are shot again in the second round.

Play passes to the left with each player taking a turn shooting a “mouse” at the cheese and trying to get it into one of the holes in the cheese.

WINNING THE GAME: Play continues until one player gets all of his/her mice into the holes in the cheese.  That player is the winner. 

Classic Mouse Trap board game with colorful pieces and box.

MR. SANDMAN 2018

Vintage Mr. Sandman board game with colorful game board and pieces.

CONTENTS; 4 sand timers, 1 6-sided die, 1 game board, and rules

PLAYERS; 2-4 players

OBJECT; To be the first player to move reach the “bed” (end) space on the game board.

TO SET UP; Place the game board on the playing surface.  Each player chooses a sand timer and places it on the corresponding “start” space on the board.

TO PLAY; The player with the blue sand timer starts the game by flipping over the sand timer and rolling the die.  If the color rolled (yellow, blue, or red) matches the next open space on the game board, the player can move the sand timer to that space.  If the color rolled does not match the next open space, the player cannot advance and must roll again.  The player continues rolling the die as fast as he/she can and moving along the track until the timer runs out.  When the timer runs out, that player’s turn is over.  Play passes to the red player (then yellow, then green) with each player taking a turn flipping his/her sand timer over, rolling the die, and advancing along the track.  

Note: all players should be given an equal number of turns.  If a player reaches the “end” space, the players who have not yet had a turn on that round must be given a turn to make it equal.  (For example: if the blue player reaches the “bed” space first, the red, yellow, and green players must each be given a turn because the blue player went first on that round.  If the red player reaches the “bed” space first, the yellow and green players must be given a turn.  If the yellow player reaches the “bed” space first, the green player must be given a turn.)

If a player lands on a “flip the timer” space while moving along the track, the timer is flipped over in the middle of the turn to add more time.

WINNING THE GAME: Play continues until one player has reached the “bed” space.  If all other players have been given a turn on that round, that player is the winner. If two or more players reach the bed space, they are all winners.

Mr. Spinner

A board game named "143 Spinner Games" with colorful tokens and cards.

Name Blank 2015

A quiz-style infographic about the word 'bowler' and its various meanings.
Rules for a fill-in-the-blank name game with players guessing answers.
A trivia game set named 'Name Blank' with cards and a pencil on a red background.

New Feed

A news feed-themed card game with cards, chips, and tokens.
Funny news headlines with humorous images about everyday mishaps and odd occurrences.
Various news headlines with humorous and unusual news topics.

AGES8 - adult 

PLAYERS: 3-6

CONTENTS500 ‘News’ cards (72 included in sample), 24 ‘REAL or FAKE’ chips, 1 card holder sleeve and rules. 

OBJECT: To collect the most chips by correctly guessing whether the news stories or photos on the ‘News’ cards are real or made-up.

TO PLAY

  1. Give each player 4 ‘REAL or FAKE’ chips.
  2. At the start of the game each player is given two ‘News’ cards without looking at them, which are kept face down. The youngest player starts the game by selecting one of their cards and places it in the card sleeve without allowing anyone to see the news item on the card. 
  3. The player reads the news item aloud to the rest of the players or shows the card to the other players if it’s a news photo.
  4. The other players now must decide if the photo or the news story read from the card is real or made up.

VOTING

The players vote by placing a single chip on the table in front of them with either the ‘REAL’ side up, meaning that the player believes the story or photo to be real or by placing the ‘FAKE’ side up which means the player  believes the story  to   “Fake News”.   The  players should place the chip down in such a way as to not let the other players see the way they have voted. This is done by covering the chip with the hand and leaving it there until the players are asked to reveal their choices. 

Once all the chips are down, the ‘reader’ reveals whether the story is ‘REAL’ or ‘FAKE’. The players then reveal their choices.

SCORING

If a player has voted correctly, he keeps the chip, bringing it back into his pile. 

If the player has guessed incorrectly, the "reader", for that round, collects the chip and adds it to his/her pile.

WINNING THE GAME

Play continues following the above rules with the role of ‘reader’ passing to the player on the left throughout the game, until each player has had a chance to be the reader twice.  At that point, the number of chips are counted for each player, and the winner is the player with the greatest number of chips. 

Ties are settled by having the tied players listen to a new ‘News’ story or view a ‘News’ photo and vote on weather they believe it is ‘REAL or ‘FAKE’.

Now You See It 2018

CONTENTS; 6 double-sided cards, 27 chips, 1 card holder, 9 picture blockers, and rules

PLAYERS; 2-4 players

OBJECT; To collect the most chips after 3 rounds of play, by successfully remembering and locating images on the picture cards.

TO SET UP; Slide one of the 6 double-sided picture cards into the card holder.  Place it face up on the playing surface.  Place the other picture cards to the side, and the chips within easy reach of all players. 

TO PLAY; Show the card in the picture holder to all the players. The players try to remember the location of each of the images.  Put the picture blockers into the spaces in the card holder, covering each of the images.  The youngest player starts the game by trying to locate the first image (reading left to right) on the bar at the top of the card holder, in one of the covered boxes below.  The player lifts one of the picture blockers.  If the player has correctly located the image, they are awarded a chip and the picture blocker is put back into place.  If the player is incorrect, no chip is awarded, and the picture blocker is put back into place.  Play passes to the left.  If the image has not been found by the preceding player, the next player continues to search for it.  Each image must be found before moving on to the next image in the bar at the top of the card holder.  Play continues until all images have been found.  

*Alternate play: To modify the game play for younger players, the picture blockers can be left off after each image is correctly located.

WINNING THE GAME: Play continues until the images on three cards have been found.  The player with the most chips is the winner.

A How You Do It educational game with cards and tokens.

Othello Eclipse

Educational kit with black and white discs for learning or experimentation.
Vintage Othello Eclipse board game with pieces and box.

Outta Sight 2017

CONTENTS:  2 drawing trays, 2 erasable drawing boards, 2 erasable markers, 2 cardboard domes, 1 card box holding 96 cards with 6 words on each side [576 words], an erasable score card, 1 die, and rules.

OBJECTTo be the first team to reach the “Winner” space on the “Score Path”, by guessing the word illustrated by a teammate. 

TO SET UPPlace the two drawing trays on the table and insert the 2 cardboard domes into each slot to form a dome over the drawing trays.  Slide an erasable drawing board into each drawing tray. Place the card box and die within each reach.  

TO PLAY:  

Divide up into two teams of equal size.  [If there are an odd number of players, the teams can be unequal in number].  Give each team an assembled drawing tray and a marker.  Think of a team name for each and enter in the appropriate box above “Team 1” and “Team 2” on the score card.

Choose a player from each team to start as the “Drawer”. The two Drawers take one card from the card box and make sure none of the other players sees it.  One Drawer rolls the die.  The word that will be used for that round is the one next to the symbol on the card that matches the die roll.

Using the drawing boards under the domes, each Drawer takes a marker and begins, as quickly as possible, to draw, WITHOUT LOOKING, a picture or pictures that would help the other team members guess the word.  The team should not look at the drawing or make any guesses at this time. NOTE: the Drawers cannot use words in the drawings.  Symbols are permitted.  

The Drawer who finishes drawing first yells “Stop!”  The other Drawer must then also stop drawing.  

The Drawer who finished first shows the team the drawing by sliding the erasable board out of the drawing tray.  The Drawer cannot say anything to his/her team members. The team consults with each other before coming up with a single answer for the word being illustrated. 

If they are correct, that team marks in the first box on the score card above their team name [using the erasable pen].

If the team does not guess the word correctly, the opposing team’s Drawer shows his/her own team his/her own drawing for them to make a guess and score.

Once a team has guessed the word or if neither team has guessed it, a new Drawer from each team is chosen.  The boards are erased and passed to the new Drawer.  A new card is chosen by the two Drawers. The die is rolled to determine which word is being used on the card. 

WINNING THE GAME:

Play continues following the above rules until one team has reached the “WINNER” square.  That team is the winner.

Chart showing different heart shapes and their meanings.
A comprehensive list of various emoji icons with their names.
A board game with cards, dice, and curved red and white game pieces on a red surface.

Over The Edge 2021

Pieces Puzzle and Game

A detailed rule sheet for a dominoes game variant called 'Piezas'.
Instructions and design puzzle for assembling a paper plane model.
Colorful puzzle pieces spilling from a puzzle-shaped box.

Pillow Fight 2021

Pirate Island 2013

Colorful Pirate Island game box with a cartoon pirate and treasure map.
Board game setup of Pirate Island with character, map, and tokens.

PLAYERS;  2 to 4

CONTENTS;  1 die-cut game board, 1 spinner, 1 “metal detector”, 25 treasure/junk discs [2 each of 6 treasures and 2 each of 6 pieces of junk, and  1 “black spot” disc], 4 collecting cards, and rules.

OBJECT; To be the first player to find the treasures on his/her collecting card by finding the matching “buried” treasures on the “Pirate Island” game board.

TO SET UP; Place the game board between the players. Place all 25 treasure discs face down along side the game board and mix them up.  Pick up the discs and place them face down (picture side down) into all 25 holes on the game board. Give each player a collecting card.  Place the spinner along side the board within easy reach. 

TO PLAY; The youngest player starts the game by placing the detector directly over any one of the 25 discs.  The button on top of the detector is pressed and held down. This will cause the disc to stick to the bottom of the detector.  The player lifts up the detector and looks at the disc. 

  • If the disc matches one of the treasures (crown, gold coin, gold bar, ring, necklace, or gems), the player keeps the disc and places it face up on the matching circle on the collecting card.
  • If the disc is a “piece of junk” (horse shoe, can, key, nails, chain, or anchor) the player keeps the disc and places it on any one of the empty blank circles on his/her collecting card.
  • If the disc is a treasure that is NOT pictured on the player’s collecting card, the player shows the disc to the other players and returns it face down to the hole from which it was taken.

In all cases, at the completion of his/her turn, the player returns the metal detector to the board directly over the hole he/she has chosen to start the game, and play passes to the left.

Each player, in turn, spins the spinner and moves his/her metal detector that number of moves across the Pirate Island game board and uses the metal detector to pick up a disc. All other players follow in turn.

MOVING THE METAL DETECTOR ON THE BOARD;

  1. Each hole, whether it contains a disc or not, counts as a move. A player cannot jump over or skip a disc hole in the count.
  2. The player may move the metal detector in any direction, vertically horizontally or diagonally.
  3. The metal detector button must not be pressed down until the metal detector has reached the final hole in the count.
  4. A player may choose to land on a hole that contains no disc.

“TAKE; If a player spins a “TAKE”, he/she does not move the metal detector and MUST take any one disc from another player. Either;

  1. a) an unmatched treasure he/she is collecting on his/her collecting card.

OR

  1. b) a piece of junk.

In either case, the disc is placed on the player’s collecting card over the corresponding circle.

NOTE; A player never takes a treasure he/she is not collecting or a second disc of a treasure he/she is collecting.

THE BLACK SPOT: If a player finds the “Black Spot” disc, he/she must take all discs, including the “Black Spot”, place them face down on the table, and mix them around, before placing them randomly back on the game board in any vacant holes.

TOO MUCH JUNK; If a player, who has previously collected two pieces of junk, lands on another piece of junk, he/she MUST RETURN ALL of the discs he/she has collected to the game board.  The player may place them randomly into any of the vacant holes. 

WINNING THE GAME; The first player to collect all three matching treasures on his/her collecting card is the winner.